Module:GameSkills: Difference between revisions
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root:addClass("wikitable spiritvale-skill-infobox") | root:addClass("wikitable spiritvale-skill-infobox") | ||
-- | -- ========================================================== | ||
-- Top "hero" row: icon + name (left), description (right) | |||
-- ========================================================== | |||
local icon = rec.Icon | local icon = rec.Icon | ||
local title = rec.Name or rec["Internal Name"] or "Unknown Skill" | local title = rec.Name or rec["Internal Name"] or "Unknown Skill" | ||
local desc = rec.Description or "" | |||
local | local headerRow = root:tag("tr") | ||
local | headerRow:addClass("spiritvale-infobox-main") | ||
-- Left cell: icon + name | |||
local leftCell = headerRow:tag("th") | |||
leftCell:addClass("spiritvale-infobox-main-left") | |||
local leftInner = leftCell:tag("div") | |||
leftInner:addClass("spiritvale-infobox-main-left-inner") | |||
if icon and icon ~= "" then | if icon and icon ~= "" then | ||
leftInner:wikitext(string.format("[[File:%s|80px|link=]]", icon)) | |||
end | |||
leftInner:tag("div") | |||
:addClass("spiritvale-infobox-title") | |||
:wikitext(title) | |||
-- Right cell: italic description | |||
local rightCell = headerRow:tag("td") | |||
rightCell:addClass("spiritvale-infobox-main-right") | |||
local rightInner = rightCell:tag("div") | |||
rightInner:addClass("spiritvale-infobox-main-right-inner") | |||
if desc ~= "" then | |||
rightInner:tag("div") | |||
:addClass("spiritvale-infobox-description") | |||
:wikitext(string.format("''%s''", desc)) | |||
end | end | ||
------------------------------------------------------------------ | ------------------------------------------------------------------ | ||
| Line 517: | Line 540: | ||
------------------------------------------------------------------ | ------------------------------------------------------------------ | ||
addSectionHeader(root, "General") | addSectionHeader(root, "General") | ||
addRow(root, "Description", rec.Description) | |||
-- Description is now in the hero row; don't repeat it here. | |||
-- addRow(root, "Description", rec.Description) | |||
addRow(root, "Max level", rec["Max Level"] and tostring(rec["Max Level"])) | addRow(root, "Max level", rec["Max Level"] and tostring(rec["Max Level"])) | ||
| Line 673: | Line 699: | ||
return tostring(root) | return tostring(root) | ||
end | end | ||
Revision as of 22:56, 12 December 2025
Module:GameSkills
Module:GameSkills renders skill data from Data:skills.json into a reusable infobox-style table.
It is intended to be used via a template (for example Template:Skill) so that skills can be embedded on any page without creating individual skill pages.
This module:
- Loads data via Module:GameData →
GameData.loadSkills(). - Looks up skills primarily by display
"Name"(what editors use), with"Internal Name"as a fallback. - Builds a table with only the fields that actually exist for that skill.
Data source
Skill data comes from Data:skills.json, which is a JSON page with this top-level structure (see Module:GameData/doc for full details):
{
"version": "SpiritVale-0.8.2",
"schema_version": 1,
"generated_at": "2025-12-12T17:24:05.807675+00:00",
"records": [
{
"Name": "Some Skill",
"Internal Name": "SomeSkillInternalId",
"...": "other fields specific to skills"
}
]
}
Each record is a single skill. Important keys:
"Name"– the display name (what players and editors will usually see and use)."Internal Name"– the stable ID used internally and available as an optional parameter for power users and tooling.
Output
For a given skill, the module renders a table with the CSS class spiritvale-skill-infobox.
Depending on what exists in the JSON record, the table may include:
- Header row with skill name (and icon, if present).
- Icon (from
"Icon", as a file name likeskill-example.webp). - Description.
- Type information:
- Damage Type
- Element Type
- Target Type
- Cast Type
- Max Level.
- Users:
- Classes
- Summons
- Monsters
- Events
- Requirements:
- Required Skills (with required level)
- Required Weapons
- Required Stances
- Mechanics:
- Range
- Cast Time / Cooldown / Duration
- Mana Cost
- Damage and scaling:
- Main Damage (base and per-level, where present)
- Scaling (stat-based contributions)
- Status interactions:
- Status Applications (status name, scope, basic duration/chance info)
Rows are only shown if the underlying field exists in the JSON for that skill.
Public interface
The module exposes a single entry point for templates:
GameSkills.infobox(frame)
This is usually called via #invoke from a template, not directly from pages.
It accepts the following parameters (either passed directly or via a wrapper template):
1– unnamed parameter; treated as the skill"Name".name– explicit display"Name"of the skill (equivalent to1).id–"Internal Name"of the skill (optional fallback / power use).
Lookup order:
- If
nameor the first unnamed parameter is provided and matches a record’s"Name", that record is used. - Otherwise, if
idis provided and matches an"Internal Name", that record is used. - If nothing is found, a small error message is returned and the page is categorized for tracking.
Example direct usage (not recommended; normally use a template):
Script error: The module returned a nil value. It is supposed to return an export table.
or:
Script error: The module returned a nil value. It is supposed to return an export table.
Template:Skill
The recommended way to use this module is via a small wrapper template, for example:
Template:Skill
Script error: The module returned a nil value. It is supposed to return an export table.
Typical usage on any page:
Script error: The module returned a nil value. It is supposed to return an export table.
or, explicitly:
Script error: The module returned a nil value. It is supposed to return an export table.
Internal IDs can still be used when needed:
Script error: The module returned a nil value. It is supposed to return an export table.
This keeps page wikitext simple while centralizing all JSON loading and formatting logic inside Lua.
-- Module:GameSkills
--
-- Renders active skill data (from Data:skills.json) into an infobox-style table
-- and can also list all skills for a given user/class.
--
-- Usage (single skill):
-- {{Skill|Heal}}
-- {{Skill|name=Heal}}
-- {{Skill|id=Heal_InternalId}}
--
-- Usage (auto-list on class page, e.g. "Acolyte"):
-- {{Skill}} -> lists all Acolyte skills (page name)
-- {{Skill|Acolyte}} -> same, if no skill literally called "Acolyte"
local GameData = require("Module:GameData")
local p = {}
----------------------------------------------------------------------
-- Internal helpers
----------------------------------------------------------------------
local skillsCache
local function getSkills()
if not skillsCache then
skillsCache = GameData.loadSkills()
end
return skillsCache
end
local function getArgs(frame)
local parent = frame:getParent()
if parent then
return parent.args
end
return frame.args
end
local function listToText(list, sep)
if type(list) ~= "table" or #list == 0 then
return nil
end
return table.concat(list, sep or ", ")
end
local function addRow(tbl, label, value)
if value == nil or value == "" then
return
end
local row = tbl:tag("tr")
row:tag("th"):wikitext(label):done()
row:tag("td"):wikitext(value):done()
end
local function addSectionHeader(tbl, label)
local row = tbl:tag("tr")
local cell = row:tag("th")
cell:attr("colspan", 2)
cell:addClass("spiritvale-infobox-section-header")
cell:wikitext(label)
end
-- Lookup by Internal Name
local function getSkillById(id)
if not id or id == "" then
return nil
end
local dataset = getSkills()
local byId = dataset.byId or {}
return byId[id]
end
-- Lookup by display Name (for editors)
local function findSkillByName(name)
if not name or name == "" then
return nil
end
local dataset = getSkills()
for _, rec in ipairs(dataset.records or {}) do
if rec["Name"] == name then
return rec
end
end
return nil
end
----------------------------------------------------------------------
-- Formatting helpers
----------------------------------------------------------------------
local function formatBasePer(block)
if type(block) ~= "table" then
return nil
end
local parts = {}
if block.Base ~= nil then
table.insert(parts, string.format("Base %s", tostring(block.Base)))
end
if block["Per Level"] ~= nil then
table.insert(parts, string.format("%s / Lv", tostring(block["Per Level"])))
end
if #parts == 0 then
return nil
end
return table.concat(parts, ", ")
end
local function formatMainDamage(list)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
for _, d in ipairs(list) do
if type(d) == "table" then
local kind = d.Type or "Damage"
local base = d["Base %"]
local per = d["Per Level %"]
local seg = kind
local detail = {}
if base ~= nil then
table.insert(detail, string.format("Base %s%%", tostring(base)))
end
if per ~= nil then
table.insert(detail, string.format("%s%% / Lv", tostring(per)))
end
if d["ATK-Based"] then
table.insert(detail, "ATK-based")
end
if d["MATK-Based"] then
table.insert(detail, "MATK-based")
end
if #detail > 0 then
seg = seg .. " – " .. table.concat(detail, ", ")
end
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
local function formatReflectDamage(list)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
for _, d in ipairs(list) do
if type(d) == "table" then
local base = d["Base %"]
local per = d["Per Level %"]
local seg = "Reflect"
local detail = {}
if base ~= nil then
table.insert(detail, string.format("Base %s%%", tostring(base)))
end
if per ~= nil then
table.insert(detail, string.format("%s%% / Lv", tostring(per)))
end
if #detail > 0 then
seg = seg .. " – " .. table.concat(detail, ", ")
end
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
local function formatScaling(list)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
for _, s in ipairs(list) do
if type(s) == "table" then
local name = s["Scaling Name"] or s["Scaling ID"] or "Unknown"
local pct = s.Percent
local seg = name
local detail = {}
if pct ~= nil then
table.insert(detail, string.format("%s%%", tostring(pct)))
end
if s["ATK-Based"] then
table.insert(detail, "ATK-based")
end
if s["MATK-Based"] then
table.insert(detail, "MATK-based")
end
if #detail > 0 then
seg = seg .. " – " .. table.concat(detail, ", ")
end
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
local function formatArea(area)
if type(area) ~= "table" then
return nil
end
local parts = {}
local size = area["Area Size"]
if size and size ~= "" then
table.insert(parts, "Size: " .. tostring(size))
end
local dist = area["Area Distance"]
local eff = area["Effective Distance"]
local distText = formatBasePer(dist)
if distText then
table.insert(parts, "Distance: " .. distText)
end
if eff ~= nil then
table.insert(parts, string.format("Effective: %s", tostring(eff)))
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
local function formatTimingBlock(bt)
if type(bt) ~= "table" then
return nil
end
local parts = {}
local function add(name, key)
local block = bt[key]
local txt = formatBasePer(block)
if txt then
table.insert(parts, name .. ": " .. txt)
end
end
add("Cast Time", "Cast Time")
add("Cooldown", "Cooldown")
add("Duration", "Duration")
if bt["Effect Cast Time"] ~= nil then
table.insert(parts, "Effect Cast Time: " .. tostring(bt["Effect Cast Time"]))
end
if bt["Damage Delay"] ~= nil then
table.insert(parts, "Damage Delay: " .. tostring(bt["Damage Delay"]))
end
if bt["Effect Remove Delay"] ~= nil then
table.insert(parts, "Effect Remove Delay: " .. tostring(bt["Effect Remove Delay"]))
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
local function formatResourceCost(rc)
if type(rc) ~= "table" then
return nil
end
local parts = {}
local mana = rc["Mana Cost"]
local hp = rc["Health Cost"]
local manaTxt = formatBasePer(mana)
if manaTxt then
table.insert(parts, "MP: " .. manaTxt)
end
local hpTxt = formatBasePer(hp)
if hpTxt then
table.insert(parts, "HP: " .. hpTxt)
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
local function formatCombo(combo)
if type(combo) ~= "table" then
return nil
end
local parts = {}
if combo.Type then
table.insert(parts, "Type: " .. tostring(combo.Type))
end
if combo.Duration ~= nil then
table.insert(parts, "Duration: " .. tostring(combo.Duration))
end
if combo.Percent ~= nil then
table.insert(parts, string.format("Bonus: %s%%", tostring(combo.Percent * 100)))
end
if #parts == 0 then
return nil
end
return table.concat(parts, ", ")
end
local function formatMechanicEffects(effects)
if type(effects) ~= "table" then
return nil
end
local parts = {}
for name, block in pairs(effects) do
if type(block) == "table" then
local bp = formatBasePer(block)
local seg = name
if bp then
seg = seg .. " – " .. bp
end
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
local function formatModifiers(mods)
if type(mods) ~= "table" then
return nil
end
local parts = {}
local function collect(label, sub)
if type(sub) ~= "table" then
return
end
local flags = {}
for k, v in pairs(sub) do
if v then
table.insert(flags, k)
end
end
table.sort(flags)
if #flags > 0 then
table.insert(parts, string.format("%s: %s", label, table.concat(flags, ", ")))
end
end
collect("Movement", mods["Movement Modifiers"])
collect("Combat", mods["Combat Modifiers"])
collect("Special", mods["Special Modifiers"])
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
local function formatStatusApplications(list)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
for _, s in ipairs(list) do
if type(s) == "table" then
local scope = s.Scope or "Target"
local name = s["Status Name"] or s["Status ID"] or "Unknown status"
local seg = scope .. " – " .. name
local detail = {}
local dur = s.Duration
if type(dur) == "table" then
local t = formatBasePer(dur)
if t then
table.insert(detail, "Duration " .. t)
end
end
local ch = s.Chance
if type(ch) == "table" then
local t = formatBasePer(ch)
if t then
table.insert(detail, "Chance " .. t)
end
end
if s["Fixed Duration"] then
table.insert(detail, "Fixed duration")
end
if #detail > 0 then
seg = seg .. " (" .. table.concat(detail, ", ") .. ")"
end
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
local function formatStatusRemoval(list)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
for _, r in ipairs(list) do
if type(r) == "table" then
local names = r["Status Name"]
local label
if type(names) == "table" then
label = table.concat(names, ", ")
elseif type(names) == "string" then
label = names
else
label = "Status"
end
local bp = formatBasePer(r)
local seg = label
if bp then
seg = seg .. " – " .. bp
end
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
local function formatEvents(list)
if type(list) ~= "table" or #list == 0 then
return nil
end
local parts = {}
for _, ev in ipairs(list) do
if type(ev) == "table" then
local action = ev.Action or "On event"
local name = ev["Skill Name"] or ev["Skill ID"] or "Unknown skill"
local seg = string.format("%s → %s", action, name)
table.insert(parts, seg)
end
end
if #parts == 0 then
return nil
end
return table.concat(parts, "<br />")
end
----------------------------------------------------------------------
-- User matching (for auto lists on class pages)
----------------------------------------------------------------------
local function skillMatchesUser(rec, userName)
if type(rec) ~= "table" or not userName or userName == "" then
return false
end
local users = rec.Users
if type(users) ~= "table" then
return false
end
local userLower = mw.ustring.lower(userName)
local function listHas(list)
if type(list) ~= "table" then
return false
end
for _, v in ipairs(list) do
if type(v) == "string" and mw.ustring.lower(v) == userLower then
return true
end
end
return false
end
if listHas(users.Classes) then return true end
if listHas(users.Summons) then return true end
if listHas(users.Monsters) then return true end
if listHas(users.Events) then return true end
return false
end
----------------------------------------------------------------------
-- Infobox builder
----------------------------------------------------------------------
local function buildInfobox(rec)
local root = mw.html.create("table")
root:addClass("wikitable spiritvale-skill-infobox")
-- ==========================================================
-- Top "hero" row: icon + name (left), description (right)
-- ==========================================================
local icon = rec.Icon
local title = rec.Name or rec["Internal Name"] or "Unknown Skill"
local desc = rec.Description or ""
local headerRow = root:tag("tr")
headerRow:addClass("spiritvale-infobox-main")
-- Left cell: icon + name
local leftCell = headerRow:tag("th")
leftCell:addClass("spiritvale-infobox-main-left")
local leftInner = leftCell:tag("div")
leftInner:addClass("spiritvale-infobox-main-left-inner")
if icon and icon ~= "" then
leftInner:wikitext(string.format("[[File:%s|80px|link=]]", icon))
end
leftInner:tag("div")
:addClass("spiritvale-infobox-title")
:wikitext(title)
-- Right cell: italic description
local rightCell = headerRow:tag("td")
rightCell:addClass("spiritvale-infobox-main-right")
local rightInner = rightCell:tag("div")
rightInner:addClass("spiritvale-infobox-main-right-inner")
if desc ~= "" then
rightInner:tag("div")
:addClass("spiritvale-infobox-description")
:wikitext(string.format("''%s''", desc))
end
------------------------------------------------------------------
-- General
------------------------------------------------------------------
addSectionHeader(root, "General")
-- Description is now in the hero row; don't repeat it here.
-- addRow(root, "Description", rec.Description)
addRow(root, "Max level", rec["Max Level"] and tostring(rec["Max Level"]))
local users = rec.Users or {}
addRow(root, "Classes", listToText(users.Classes))
addRow(root, "Summons", listToText(users.Summons))
addRow(root, "Monsters", listToText(users.Monsters))
addRow(root, "Events", listToText(users.Events))
------------------------------------------------------------------
-- Requirements
------------------------------------------------------------------
local req = rec.Requirements or {}
if (req["Required Skills"] and #req["Required Skills"] > 0)
or (req["Required Weapons"] and #req["Required Weapons"] > 0)
or (req["Required Stances"] and #req["Required Stances"] > 0) then
addSectionHeader(root, "Requirements")
if type(req["Required Skills"]) == "table" and #req["Required Skills"] > 0 then
local skillParts = {}
for _, rs in ipairs(req["Required Skills"]) do
local name = rs["Skill Name"] or rs["Skill ID"] or "Unknown"
local level = rs["Required Level"]
if level then
table.insert(skillParts, string.format("%s (Lv.%s)", name, level))
else
table.insert(skillParts, name)
end
end
addRow(root, "Required skills", table.concat(skillParts, ", "))
end
addRow(root, "Required weapons", listToText(req["Required Weapons"]))
addRow(root, "Required stances", listToText(req["Required Stances"]))
end
------------------------------------------------------------------
-- Type
------------------------------------------------------------------
local typeBlock = rec.Type or {}
if next(typeBlock) ~= nil then
addSectionHeader(root, "Type")
local dt = typeBlock["Damage Type"]
if type(dt) == "table" and dt.Name then
addRow(root, "Damage type", dt.Name)
end
local et = typeBlock["Element Type"]
if type(et) == "table" and et.Name then
addRow(root, "Element", et.Name)
end
local tt = typeBlock["Target Type"]
if type(tt) == "table" and tt.Name then
addRow(root, "Target", tt.Name)
end
local ct = typeBlock["Cast Type"]
if type(ct) == "table" and ct.Name then
addRow(root, "Cast type", ct.Name)
end
end
------------------------------------------------------------------
-- Mechanics
------------------------------------------------------------------
local mech = rec.Mechanics or {}
if next(mech) ~= nil then
addSectionHeader(root, "Mechanics")
if mech.Range ~= nil then
addRow(root, "Range", tostring(mech.Range))
end
local areaText = formatArea(mech.Area)
addRow(root, "Area", areaText)
if mech["Autocast Multiplier"] ~= nil then
addRow(root, "Autocast multiplier", tostring(mech["Autocast Multiplier"]))
end
local btText = formatTimingBlock(mech["Basic Timings"])
addRow(root, "Timing", btText)
local rcText = formatResourceCost(mech["Resource Cost"])
addRow(root, "Resource cost", rcText)
local comboText = formatCombo(mech.Combo)
addRow(root, "Combo", comboText)
local effText = formatMechanicEffects(mech.Effects)
addRow(root, "Special mechanics", effText)
end
------------------------------------------------------------------
-- Damage & Healing
------------------------------------------------------------------
local dmg = rec.Damage or {}
if next(dmg) ~= nil then
addSectionHeader(root, "Damage and scaling")
if dmg["Healing Present"] then
addRow(root, "Healing", "Yes")
end
local mainText = formatMainDamage(dmg["Main Damage"])
addRow(root, "Main damage", mainText)
local reflText = formatReflectDamage(dmg["Reflect Damage"])
addRow(root, "Reflect damage", reflText)
local scaleText = formatScaling(dmg.Scaling)
addRow(root, "Scaling", scaleText)
end
------------------------------------------------------------------
-- Modifiers
------------------------------------------------------------------
local modsText = formatModifiers(rec.Modifiers)
if modsText then
addSectionHeader(root, "Modifiers")
addRow(root, "Flags", modsText)
end
------------------------------------------------------------------
-- Status
------------------------------------------------------------------
local statusApps = formatStatusApplications(rec["Status Applications"])
local statusRem = formatStatusRemoval(rec["Status Removal"])
if statusApps or statusRem then
addSectionHeader(root, "Status effects")
addRow(root, "Applies", statusApps)
addRow(root, "Removes", statusRem)
end
------------------------------------------------------------------
-- Events
------------------------------------------------------------------
local eventsText = formatEvents(rec.Events)
if eventsText then
addSectionHeader(root, "Events")
addRow(root, "Triggers", eventsText)
end
------------------------------------------------------------------
-- Notes
------------------------------------------------------------------
if type(rec.Notes) == "table" and #rec.Notes > 0 then
addSectionHeader(root, "Notes")
addRow(root, "Notes", table.concat(rec.Notes, "<br />"))
end
return tostring(root)
end